Judge Dredd 2nd Edition

Krazus said:
For GoMC1 there are thousands of blocks to choose from in each sector,

Actually, in order for all the various numbers given in the strip to add up (305 Sectors, total population of about 400,000,000, each City Block holding 70,000 citizens), there are 18 - 20 City Blocks per Sector...
 
Grimalkin said:
Krazus said:
For GoMC1 there are thousands of blocks to choose from in each sector,

Actually, in order for all the various numbers given in the strip to add up (305 Sectors, total population of about 400,000,000, each City Block holding 70,000 citizens), there are 18 - 20 City Blocks per Sector...

sigh* :?
I wasnt going to get a calc out...hoping some would go WOW!! and start making some up :wink:
still nice to know im not the only JD fanticalfan

:D :shock: :D
 
Grimalkin said:
Krazus said:
For GoMC1 there are thousands of blocks to choose from in each sector,

Actually, in order for all the various numbers given in the strip to add up (305 Sectors, total population of about 400,000,000, each City Block holding 70,000 citizens), there are 18 - 20 City Blocks per Sector...

A quick check on the old calc, and its official:

400,000,000 citizens in 5714 blocks......

:D
 
Krazus said:
Grimalkin said:
Krazus said:
For GoMC1 there are thousands of blocks to choose from in each sector,

Actually, in order for all the various numbers given in the strip to add up (305 Sectors, total population of about 400,000,000, each City Block holding 70,000 citizens), there are 18 - 20 City Blocks per Sector...

A quick check on the old calc, and its official:

400,000,000 citizens in 5714 blocks......

:D

So about 300 (+/- 20 give or take) Sectors

LBH
 
I'd like to know, as per any other 2nd ed. that I'm not going to have to wholesale repurchase every flippin' book written to date and that modules and supplements are compatible. :?

I like the JD RPG, it has everything I want in it. and just has the comic feel to it that i have been reading for 25 odd years.

Judges all becoming the same, wow! :shock: now there's a novelty, as if this isn't the case with all street judges....it's straight out of the comic. they're moulded by the academy for 15yrs.

characters should be allowed to develop their personality somehow, maybe some "character template guides"? "architypes or something like that? :?

something along the lines of the character style of Guthrie ( a little OTT with the treatment, or Dredd, no compromise, or rothman at PSU, not good on the Street, but good at snooping etc, may be that way, you could box up feats to suit the charcter achitype???
but if you have a group of Street judges, they will always have a similar feel to them, thats just the games background.

as too rules, well, I've always used the bits that work for me & ignored the rest if I feel it over complicates things, but thats the hangover from 1st ed AD&D it always had that more flexibility for imagination that most current RPG's being produced with masses of rules that leave you to role dice rather than think very much. Too many rules probably..... :wink: but aren't there always?
 
I dont think the version that was out was particularly a "flawed" one, a second edition to clean up the odd rule and include a bunch of extras would be good as with B5's planned 2e but theres no need to reinvent the wheel as it were.

I'd be much more interested in the other supplements getting done like the cursed earth, apocalypse wars, rookies guide to tech judges, rookies guide to SJS, a Monsters of the Cursed earth type manual, more books to cover te other mega cities across the globe.. etc..

It would be cool to have the game info and rules for the ABC warriors, and maybe a book as was mentioned long ago that would include the Nemesis, Strontium dog and Rogue Trooper settings as games too..
 
Since a second edition is likely a long way off yet, there is a free resource available through the official 2000AD website. The resource is called Drokk City and is written by none other than John Caliber (you may notice his name on a lot of your existing Dredd products).

He is in the process of writing resource documents covering all aspects of Dredd's world, and one of the upcoming supplements that has me giddy with excitement is the Cursed Earth guide. I begged on this forum for Mongoose to publish one, and I know that at least one person was writing one to submit to Mongoose... but I guess it wasn't seen as a financially viable release. These free resources do not include any rules for D20 for obvious reasons, but are full of useful information to beef up your campaign.

Anyway, take a look at his site for full details or go straight to the official site to download:

Drokk City Website
http://www.virtualtheatrerpg.co.uk/drokkcity/

2000AD Drokk City Downloads
http://www.2000adonline.com/index.php3?zone=input&page=fanzines&choice=bol

Arabin
 
We, having bought all the supplements to date, i am disappointed they have stopped producing for this game system :( , despite what you can download, i'm a hoarder & I like to own stuff, not have lots of paper lying round with all the fluff.

i like to look at the cool artwork, proper production of a book etc. it's got got bundles on a download
 
I agree, and I also own every Dredd product released by Mongoose so far... except for the limited edition RPG corebook which was just too expensive. If Mongoose releases any more books, I'll be first in line...

Arabin
 
Drokk City is great, and if released as books I would buy them, just as I would buy anything Dredd related that Mongoose put out - just as I bought everything Dredd related that GW put out. because Dredd is my favourite RPG setting ever and I have been running it for years.

GOMC1 is a cool game, but not as cool as the RPG. I like the investigative nature of Dredd games and find them easy to write for, because the players are copsthey have a real reason to investigate and this fact makes Dredd perfectfor an RPG - I often find it difficult in other RPG's to justify just why exactly the players should get involved in any mysteries that are dangerous because thier motivation always seems to be either a love for money or a desire for excitement... why the hell should they go traipsing after chaotic wizards who they know can fry them in 1 round? Unless allthe characters are priests? With a team of Judges, the motivation is right there - because the creep just broke the Law!

One ofthe biggest arguments many non-Dredd playing RPG-ers have against the Dredd game is that having Judge characters limits role-playing opportunities - I just think it gives characters realistic motivation. And cool weapons ;)
 
You raise good points Numanti. I think that with the right mix of good players and an experienced GM, it could work really well.

My own experience was doomed to begin with:

- GM (me) had never run another RPG before
- GM only one who knew the setting at all
- One player is a very experienced D&D GM, rules lawyer, and power player

If I had more experience, or if one of the players was passionate about the Dredd setting, or if the players would let the story happen instead of arguing rule callings... it would have gone better.

I still remember one player wanting to grapple with the Medical Droid in the back of the ambulance in FED. He kept insisting that the rules stated a grapple was grabbing hold of a body part... and refused to accept that the robots 6 arms were blades from the elbow down (as in the picture) and if you tried to grapple it, you would be sliced to pieces.

Anyway, my point is that I am jealous of your gaming group and you as a GM. If you ever find yourself in Chicago, look me up and maybe you can run a short scenario for me? :)

Arabin
 
First point - my keyboard spacebar is broken, so if my typing looks bad above it's because of that, and the fact i don't proofread much :)

Arabin, my gaming group also love Dredd - I'm the only one who actually reads the comic but we have been a group since 1986, playing some kind of gamee almostevery sunday since then. Dredd by far is the one we have played most, and I will now admit that the D20 rules work perfectly. Currentlymy players are resting frm Dredd and are playing The Enemy Within campaign for Warhammer Fantasy Roleply, since I have just got the 2nd edition rulebook - (this being out other main RPG) - we also play Paranoia, Vampire the Maquerade and a homebrew version of Strontium Dog. It seemsthis Warhammer campaign is going to last a few months yet, though we will probably break between modules for a few games of GOMC1. In the meantime I'mgoing to try and write a major original campaign for Dredd - to be played once The Enemy Within is finished.

I have only been in Chicago once, and then only for 4 hours waiting for a plane to LA... next time I go to see the wife's family in Santa Barbera I will try and make sure there is another 4 hour stop-off at Chicago airport and we could play Dredd while I wait for the connecting flight if you like ;)

Also - rules lawyers I just don't get - they should know you are GM and can just throw another couple of med droids at them if they get too cocky... I had a playerlike that once, tried to argue he should be able to use his dodge skill to get out of the way of every bullet ever fired at him. I eventually had him shot in the head from behind by a sniper whilst he was doing 200kph on a megaway - told him he should have been incresing his street skill as well as his combat skill (was stillusing GW rules back then) and this (the wound, the loss of control of the bike and the resultant 50 level fall) killed him... there is always a way!
 
Heh, those are the kind of GM tricks that are cool to keep in reserve. I just hadn't gained the experience yet, and one of my players was a very experienced GM. GM's do not make good players as a general rule.

To my mind, an RPG is interactive storytelling. The GM is the narator, while you can all guide the story along. I can understand the occasional argument when you feel stuck and can't think of a way out of a situation, but a GM should be able to make judgement calls, without even rolling, based on furthering the story and the enjoyment of all. I just didn't have the skills to bring my players around.

Oh, and about the airport, if it works out that way, definitely let me know. I can't promise I'd be able to get through security to play, but it'd be a blast to try. I'm sure people will be confused though... like a cab driver asking me where I'm heading... and my response being "Mega-City One".

Arabin
 
i would like some better prestige classes for the judges !

the classes from "Justice Department" are....drokk :)
(each of these would transfer the judge to another squad...the seem to be very good for NPCs but not for players)

of course i want more equipment / guns :)

perhaps some rules / facts / equipment for the space corps ?

and of course more about the Cursed Earth !
 
I'd rather see more suppliments and adventures than another core. But if it is going to happen my vote would be OGL. Everything in one book like Starship Troopers. I kind of feel that every setting book that had to use the D&D players guide and DMG especially when it was sci-fi was just annoying. OGL lets everything be built with the setting in mind and not what is in D&D.
 
msprange said:
Don't get excited - it is still a ways off yet :)

However, seeing as people are dropping in, what would _you_ like to see in a second edition Dredd and its supplements? What to keep in from the 1st edition? What to take out? What new stuff should there be?

I have my own ideas but let's hear it from the fans. . .

How about the Justice Dept in space as said in the rookies guide to the Justice Dept watch out for Justice Dept in Space or some kind of space fleet
 
A second edition, eh?
Well as long as there is some retro-compatibility I'm not too bothered.
Maybe consolidation of all the "core rules" introduced in the supplements. But IMO the new edition should fix, or clarify, some of the problem areas from the original rules.
As stated in previous posts the feel of the game is about spot on, and yes I do own, have played extensively, with the GW rules. Some of the prestige classes are not quite right, eg why do med and tech judges as well as Acc, wally and all the rest need to be street judges? From the comics I always assumed they were trained as cadets, to the individual judges particular aptitudes. Seems a huge waste of resources for a street judge to be lost to another division, without "good" cause, ie injury etc. That said some of the other prestige classes are spot on like sector chief and holocaust squad, but I don't think specialist judges necessarily need to be prestige. Maybe these could be rethought in the new ed?
Anyway I've prattled on for long enough.

cheers
 
Haven't read the other posts, but I would like to see more of a "Judges around the world" chapter/supplement/whatever. Brit Cit promised to be the start, but more never came.
I'm not asking for everything 2000 AD ever published in one book, but I would like to know if everywhere else is as crazy as Mega-City one and maybe something about the Space Judges (I think they were called the Space Corps) for anyone who can't get the 2000AD megazine.
Oh, and just because I am demanding, I would like to see at least all the various specializations for the Citizen class (prior lives, prestige classes, etc.) if not more new ones, in the book.
Of course, this isn't a perfect world so I might not see any of this. But if they put in some of it in, I'll be interested.
 
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